Playing music with audio normalize using AVAudioPlayer - ios

I’m trying to play a music with volume normalization, applyied by iVolume.
The music play 1 or 2 seconds and just after apply the volume normalization. Apparently the music is correctly, on native iPod player works fine.
After two days searching and testing, I can’t find any solution or tips.
I’m using AVAudioPlayer, because I need to get external audios.
Follow the music:
https://db.tt/52qohzJn
Piece of code:
NSError *setCategoryError = nil;
NSError *setAVError = nil;
NSString *path = [NSString stringWithFormat:#"%#/02GreenDay.m4a", [[NSBundle mainBundle] resourcePath]];
NSURL *soundUrl = [NSURL fileURLWithPath: path];
_audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: soundUrl error:&setAVError];
NSLog(#"Error: %#",[setAVError localizedDescription]);
AVAudioSession *session = [AVAudioSession sharedInstance];
if (![session setCategory:AVAudioSessionCategoryPlayback
error:&setCategoryError])
{
NSLog(#"%#",[setCategoryError localizedDescription]);
NSLog(#"Error AudioSession");
}
[session setActive:YES error:nil];
[_audioPlayer prepareToPlay];
[_audioPlayer play];
The _audioPlayer is a property.
Any ideas?
Thanks!

Related

Sounds not playing on iPhone 7 iOS 10

I have apps that play sounds. They play fine on an iPad Air 10.3.1, but not on my iPhone 7 10.3.1. I've tried different audio formats and nothing plays on the iPhone 7. Is there some entry in the plist or some other setting I need to get sounds to play on iPhone 7?
ViewController.h
#property (strong,nonatomic) AVAudioPlayer *player;
ViewController.m
- (void)viewDidAppear:(BOOL)animated {
NSError *err;
NSURL *url = [[NSURL alloc] initFileURLWithPath:[[NSBundle mainBundle] pathForResource:#"sound" ofType:#"wav"]];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&err];
if (err) NSLog(#"error");
player.volume = 1.0;
player.delegate = self;
[player prepareToPlay];
[player play];
NSLog(#"sound should have played");
}
I added this and now it works. Not sure why it worked before on other devices.
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setCategory:AVAudioSessionCategoryPlayback error:nil];

How to play sound during phone call from application

I want to use the same feature in app like VOYPI in iOS.
Playing a background sound during a call.
I have used the below code for playing background sound during call.
Link for the reference app is here.
NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:self.bgAudioFileName ofType: #"mp3"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath:soundFilePath ];
myAudioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:nil];
myAudioPlayer.numberOfLoops = -1;
NSError *sessionError = nil;
// Change the default output audio route
AVAudioSession *audioSession = [AVAudioSession sharedInstance];
// get your audio session somehow
[audioSession setCategory:AVAudioSessionCategoryMultiRoute error:&sessionError];
BOOL success= [audioSession overrideOutputAudioPort:AVAudioSessionPortOverrideNone error:&sessionError];
[audioSession setActive:YES error:&sessionError];
if(!success)
{
NSLog(#"error doing outputaudioportoverride - %#", [sessionError localizedDescription]);
}
[myAudioPlayer setVolume:1.0f];
[myAudioPlayer play];
}
This code will playbackground sound on ongoing carrier call using avaudioplayer.
I have set category AVAudioSessionCategoryMultiRoute.
Using this category receiver will able to listen background sound during ongoing carrier call from app.
But there was one problem with this it will create echo on receiver side.
Help me in this code.

AVAudioPlayer successfully calls play method but not playing sound

AVAudioPlayer successfully calls play method and is working properly in the simulator but it is not playing sound. The device has iOS 7.1.1. This is the code that I have used.
NSBundle *mainBundle = [NSBundle mainBundle];
NSString *filePath = [mainBundle pathForResource:#"miata-hn" ofType:#"wav"];
NSData *fileData = [NSData dataWithContentsOfFile:filePath];
NSError *error = nil;
/* Start the audio player */
self.playerAudio = [[AVAudioPlayer alloc] initWithData:fileData error:&error];
self.playerAudio.volume = 1;
if (error)
{
NSLog(#"error localized description %#",[error localizedDescription]);
}
if (self.playerAudio != nil)
{
/* Set the delegate and start playing */
self.playerAudio.delegate = self;
if ([self.playerAudio prepareToPlay] && [self.playerAudio play])
{
NSLog(#"player success");
}
else
{
NSLog(#"sound player failed to play audio");
}
}
else
{
/* Failed to instantiate AVAudioPlayer */
}
I got The solution. After adding this line of code the audio is audible in app.
AVAudioSession should be activated.
**
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:&error];
[[AVAudioSession sharedInstance] setActive:YES error:&error];
**
Try using:
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath:soundFilePath];
AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:nil];

Issue with playing music file during a phone calling iOS sdk

I have two pieces of code:
Code 1 - This is playing a music file via the in-ear speaker:
NSString *tileDirectory = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:#"8Ocean.mp3"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath:tileDirectory];
NSError *error=nil;
self.audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:&error];
if(!error)
{
[self.audioPlayer prepareToPlay];
UInt32 sessionCategory = kAudioSessionCategory_PlayAndRecord;
AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(sessionCategory), &sessionCategory);
[self.audioPlayer play];
}
else
{
NSLog(#"%#",error.localizedDescription);
}
Code 2- This is playing a music file during a phone call (is routed to in-ear or speaker phone depending on user setting during the phone call)
NSString *tileDirectory = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:#"8Ocean.mp3"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath:tileDirectory];
NSError *error=nil;
self.audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:&error];
if(!error)
{
[self.audioPlayer prepareToPlay];
self.audioPlayer.volume=10.0;
UInt32 sessionCategory = kAudioSessionOverrideAudioRoute_Speaker;
AudioSessionSetProperty (kAudioSessionProperty_OverrideAudioRoute,sizeof (audioRouteOverride),&audioRouteOverride);
[self.audioPlayer play];
}
else
{
NSLog(#"%#",error.localizedDescription);
}
My issue is:
Code 1 and 2 work well independently. However, after using code 1, code 2 will not work at all (unless the app is killed and restarted)
I have tried everything I can think of but cannot work out where the problem is from.
Your app needs to handle audio session interruptions from phone calls in order for audio processing not to be killed for your app.

AVAudioPlayer not playing sounds simultaneously

I am trying to play a couple of sounds files at the same time for the AVAudioPlayer. I read a thread explaining how to do it # AVAudioPlayer Help: Playing multiple sounds simultaneously, stopping them all at once, and working around Automatic Reference Counting . It seems to be a weird issue as I when i try to only play one file at a time (when self.options.on is ON), it works, but when I try creating multiple instances (the else statements) and play them nothing plays. I checked to see if the outputfile URL is correct and it is, so what is the reason that it isn't working?
Thanks!
- (void)playTapped:(id)sender
{
if (!recorder.recording)
{
if(self.options.on)
{
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setCategory:AVAudioSessionCategoryPlayback error:nil];
NSArray *pathComponents = [NSArray arrayWithObjects:
[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject],
[NSString stringWithFormat:#"sound%i.m4a",last],
nil];
NSURL *outputFileURL = [NSURL fileURLWithPathComponents:pathComponents];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:outputFileURL error:nil];
NSLog(#"%#",player.url);
[player setDelegate:self];
[player play];
}
else
{
// trying to play all sounds at once
for (NSString *str in self.soundsCreated){
NSLog(#"%#",str);
NSArray *pathComponents = [NSArray arrayWithObjects:
[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject],
[NSString stringWithFormat:#"sound%#.m4a",str],
nil];
NSURL *outputFileURL = [NSURL fileURLWithPathComponents:pathComponents];
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:outputFileURL error:nil];
NSLog(#"%#",audioPlayer.url);
[audioPlayer prepareToPlay];
[audioPlayer setDelegate:self];
[audioPlayer play];
}
}
}
}
NOTE
I tried initializing with NSError check but i'm not getting any errors:
NSError *sessionError = nil;
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:outputFileURL error:&sessionError];
if (sessionError)
{
NSLog(#"Error in audioPlayer: %#",[sessionError localizedDescription]);
}
SOLUTION
It seemed to be an issue with the initialization of my NSMutableArrays.
I changed them from:
self.soundsCreated = [[NSMutableArray alloc]init];
self.playerArray = [[NSMutableArray alloc]init];
to
self.soundsCreated = [NSMutableArray new];
self.playerArray = [NSMutableArray new];
and that fixed it
I have faced the same while played a small file:
Here is my solution (example)
- (void)dropSoundWhileRefresh
{
NSError *sessionError = nil;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryAmbient error:&sessionError];
[[AVAudioSession sharedInstance] setActive:YES error:&sessionError];
[[AVAudioSession sharedInstance] setDelegate:self];
NSURL *musicFile = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"waterDrops" ofType:#"mp3"]];
dropSound = [[AVAudioPlayer alloc] initWithContentsOfURL:musicFile error:nil];
[dropSound setDelegate:self];
[dropSound setVolume:0.10];
[dropSound setNumberOfLoops:0];
[dropSound play];
}
Instead of passing error as nil try this and check if initialization is working correct.
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
if (error)
{
DebugLog(#"Error in audioPlayer: %#",[error localizedDescription]);
}

Resources